Yeah that's true. It would be better if there would be bruises on the glass itself but not broken yet. This would put more strength on the survival aspect as you had been lucky to not catch the bullet with your teath. Would also give a reason to dismantle the helmet (if possible) if the bruises are large enough to negatively impact your vision.

Note guys that on the video actor is using only the light gasmask which is not intended to be used in combat at all due to extremely low durability to all physical damage (+ almost no protection vs. it). Refer to this spreadsheet for details:Moddb.com

You can expect that combat-oriented gear works differently and wont crack-open that rapidly - but rather will attain more and more cracks and scratches gradually. It only up to you to decided when to conduct a repair but one should remember that the more damaged something is, the more expensive it'll be to conduct a repair (and this relation is logarytmic now instead of linear):Moddb.com

For movie its of course cool as cracking mask improves the dramatic effect. For actual gameplay thou, not using this mask in combat situation is one of the first lessons you'll learn.

So what's with good known WSS Wintoriez? Is it rock-precise? Subsonic rounds compensate their low muzzle velocity with weight, to preserve their penetration and hit power. Due to heavy bullet's ballistics, range is not impressive, but scope is properly scaled so precision is ok. And look there En.wikipedia.org
About calculating moment of hitting sound barrier. Just think for a while. I would say it's got biggest speed, when exiting the barrel (powder gases stop propeling it + air resistance) I may be wrong, so anyone feel free to correct me.

Suppressors have advantages other than making your weapon as quiet as possible. While they can reduce the volume of a shot considerably, the real advantage of a suppressor is to make it extremely difficult to tell where the shot was fired from. It doesn't do much good to know someone is shooting at you if you don't know where the shots are coming from. It's an interesting phenomenon to hear in person.

You then have the accuracy of supersonic rounds coupled with a confused enemy.

Using a 'silencer' on a gun chambered with supersonic rounds won't do much for noise level, but it WILL drastically change the characteristics of the sound. This makes it harder to pin-point the direction that the shot came from.

I am all for realism, but I couldn't even ******* see what was going on. You need to find that balance of fun and realism. The overlay of the gas mask... it is beyond intrusive. Please reconsider this design or at least include it as an optional thing.

Don't play with a gas mask on. Its that simple. Gas masks hinder the viewers vision very much.

But yes I do get where you are coming from. But this is just the way things are going to be. AKA: When a firefight starts choose to hinder your vision with gas mask on or take off gas mask - be more exposed to environmental hazards but have advantage in combat.

Also keep in mind that breathing through filters reduces your stamina in version 2.0. So definately take it off for combat situations unless you are fighting in a very contaminated area or caught by surprise.

That all makes sense to me, but damage to the glass does not. Someone else mentioned above that it would essentially be like being shot in the eye. This is what I was really referring too. It's far too disorienting and very unrealistic for it to be damaged like that.

The fact that your mask takes a bullet, but your eye doesn't annoys me with both his, and Metro 2033.
I would prefer that if you're going to take a bullet to the eye that you'd not be able to see out of that eye till you get to the doctor and have it surgically fixed, or depending upon the angle and caliber of the bullet die altogether.

But depending upon the angle of the bullet if it's a small caliber, this would be OK, as it would break the plastic, and ricochet off of it. Just like a helmet does, but that is rather rare in real combat as most bullet hit the opponent straight ignoring any armor of that tier at all.

I know, all this, as well as the fact that even if you wanted it would be near impossible to add a lot of the things I mentioned.
But at the least, if there's going to be broken plastic on the mask, I wish it would only trigger when the head is shot.

And I find modern games too easy to be honest, so I always look for more realism for a challenge. What I played of the original Misery was a little to easy, then I stopped playing it when 2.0 was announced.

At the end of the day it is still a game. The gas mask breaking is just for effects. And one can also argue that if a mutant attacks your face while you have a gas mask on, then that is why the gas mask receives the visual effects of damage.

Also in my opinion when a game try's to become too realistic it becomes broken as then it is no longer a game, but a simulation.

I will try to ease two complaints with one post.
For those wondering about suppressing sub/supersonic rounds: suppressors dampen and mask the pressure wave. When firing sniper rifles, the pressure wave (usually) cannot be identified, and an echoing crack is nigh impossible to locate.
For those bemoaning the holes in the gas mask, imagine some drunk-a$$ bandit shot at your head, but it went through your mask lenses instead. No loss of eyes required.

I am kind of worried about addition of "stealth." Stealth is perfectly doable in vanilla STALKER, albeit extremely difficult, as it should be. Every "stealth" mod I've played for SoC and CoP has involved making the AI chronically retarded, essentially. The thing I enjoy the most about the STALKER series is how intelligent the AI is compared to any other game you'll play. If you dumb it down to make a certain playstyle easier, you essentially destroy one of the most fundamental parts of this game.